RimWorld

RimWorld

[777] Favourites!
61 Comments
Nainia 3 hours ago 
@ SERGIUS777......Yes now savegame is running thanks alot
SERGIUS777  [author] 5 hours ago 
@ Nainia: Added old assembly for 1.4/1.5 support (I hope :))
Nainia 15 hours ago 
Now breaks the 1.5 Version. Savegame(1.5) could not load anymore. Before the update it ran well
Smiley Face Killer 16 hours ago 
Damn I gotta say that was a fast test you did
Pheace 18 hours ago 
Thanks a lot, love this one!
SERGIUS777  [author] 11 Jul @ 5:29pm 
Updated for 1.6. Tested with all DLCs.
SERGIUS777  [author] 11 Jul @ 11:42am 
I'm planning to update to 1.6 Odyssey, but I can't say how soon it will be. I'll try to test if the mod works as it is as soon as possible.
SAHIB 11 Jul @ 9:49am 
Love this mod. Will this be updated for 1.6 Odyssey?
SERGIUS777  [author] 26 Jul, 2024 @ 11:58am 
@frosted_gay Just uncheck favourite and unfavourite, and it whitelists only junk.
frosted_gay 26 Jul, 2024 @ 8:08am 
@SERGIUS777 I meant like if you have a "allow non-junk" filter you could disable it and now it whitelists only junk. by disabling junk it would only whitelist non-junk.
SERGIUS777  [author] 25 Jul, 2024 @ 8:26pm 
@frosted_gay There are three filters: favourite, unfavourite and junk. Just uncheck "junk" to allow no-junk.
frosted_gay 25 Jul, 2024 @ 4:03pm 
Is there supposed to be an "allow non-junk" filter? I don't have it and would find it extremely useful
larry.rathbun 13 Jun, 2024 @ 10:36am 
My favorite use for this mod is training my organ harvesters. I mark corpses with useful implants as "Favorite" and the job to harvest them is limited to Favorited Corpses and my best harvesters. the rest get marked as junk and only my low skilled harvesters train up on those corpses
SERGIUS777  [author] 15 May, 2024 @ 4:16am 
@betterwithrobots, @Mersid Should be fixed now.
Mersid 14 May, 2024 @ 9:05pm 
Experiencing the same issue as @betterwithrobots. Great mod though!
betterwithrobots 13 May, 2024 @ 8:57am 
Well, good (?) news: it happens with a bare modlist, just Harmony and this mod, on 1.4. Short version of the message in the debug log looks like:

> Trying to get valid region at (129, 0, 17) but RegionAndRoomUpdater is disabled. The result may be incorrect.

and then the stacktrace, but since it occurs with nothing else enabled should be pretty easy to replicate—just get that over and over and over again, on any colony, even the dev quicktest.

The problems with map generation also mean that the colony doesn't register the existence of colonists, so it becomes completely unplayable.
betterwithrobots 13 May, 2024 @ 8:29am 
The latest change you pushed out causes a game-breaking error in map load/generation for me (I'm still on 1.4). I have a local backup, so I reverted back to that for playing purposes, but I figured I'd give you a heads-up. I'm running a pretty heavy modlist and I haven't done binary exclusions to figure out what it's interacting with yet, but I will—what's the best way to get you formal bug reports and logs, once I know a bit more? (I'm a software developer, though not a very serious modder, fwiw, so I promise that when I get a proper report to you it actually will be useful, lol.)
SERGIUS777  [author] 10 May, 2024 @ 11:05am 
Finally caught the error that @UNCLELOZZY described. Should be fixed now. (Weird bug:meepwow:)
pzzlr 16 Apr, 2024 @ 9:14am 
Thanks for the update! I was waiting for this
Pos 4/5 12 Apr, 2024 @ 9:19am 
Thank you so much!
SERGIUS777  [author] 12 Apr, 2024 @ 4:20am 
Updated for 1.5
@ChrisPikula Tested on Ambrosia. Waited for it to die. The mod is still working. There must be some mod that breaks something. :meepsad:
Pheace 12 Apr, 2024 @ 4:14am 
Yay!!! Thank you!
Pos 4/5 11 Apr, 2024 @ 4:01pm 
Request for 1.5! It's great!
ChrisPikula 15 Feb, 2024 @ 6:05am 
I *think* my favorites disappeared when I had some wild plants die. I had a morrowrim telvani sprout, as well as an ambrosia sprout, and I favorited the lot of them. A while after they died, I noticed that I wasn't seeing favourites anymore.
HydroFrog64 9 Jun, 2023 @ 3:02pm 
Uninstalling, then playing the game, then saving, then reinstalling the mod and loading the save worked btw. I'll try to keep an eye out for the problem happening again and pay attention to what item caused it incase it's item/mod item specific (I doubt it but you never know)
SERGIUS777  [author] 6 Jun, 2023 @ 11:41am 
It seems something (pawn/animal/thing) on the caravan got corrupted somehow. You can try save/load thingy or if you want save your favorites you could send pawn/animal/thing to caravan one by one to find bugged thing.
HydroFrog64 6 Jun, 2023 @ 10:02am 
I keep forgetting to do what you said cause I am very forgetful, but I DID however notice that it started working again when I sent my colony to raid an outpost, two of my colonist showed the star icons. once I stopped raiding and went back to base it was back to not working again.
HydroFrog64 2 Jun, 2023 @ 11:00am 
I will try what you suggested and let you know
SERGIUS777  [author] 1 Jun, 2023 @ 2:16am 
@ST£AM_0:1:00000ZERO. Sadly, I can't reproduce the error. It seems something went wrong during save/load. Try disabling the mod, then load the game and save. Then enable mod again. Ah, and make sure you enable Fav overlay (bottom right).
HydroFrog64 31 May, 2023 @ 5:56pm 
reinstalling the mod did not help sadly.
Spartan 29 Mar, 2023 @ 8:44am 
An option to not show Fav or Trash icons on gizmo when disabled on config would be fantastic
SERGIUS777  [author] 29 Mar, 2023 @ 2:01am 
@UNCLELOZZY I'm just checked, with 300+ mods work perfectly. Try to unsubscribe and resubscribe to the mod.
And if it doesn't help, try to find a mod it conflicts with. Then maybe I'll can fix it.
UNCLELOZZY 28 Mar, 2023 @ 3:48pm 
basically it is working perfect but stars and junk icons are not showing
UNCLELOZZY 28 Mar, 2023 @ 3:47pm 
Hello SERGIUS777 i know you didnt make this mod but it really is one of my favorites ha! Could you be a chad and let me know why i am getting this error?

System.NotImplementedException: No JunkMat for BinColour
at RimworldFavourites.CompFavouritable.get_MatToDraw () [0x0017a] in <a5a27ae675a140b1aa44c027269931c6>:0
at RimworldFavourites.FavouriteOverlayDrawer.RenderFavouritedOverlay (Verse.Pair`2[T1,T2] p) [0x00078] in <a5a27ae675a140b1aa44c027269931c6>:0
at RimworldFavourites.FavouriteOverlayDrawer.DrawAllFavouritedOverlays () [0x00050] in <a5a27ae675a140b1aa44c027269931c6>:0
at RimworldFavourites.FavouriteOverlayDrawer.MapComponentUpdate () [0x0001a] in <a5a27ae675a140b1aa44c027269931c6>:0
at Verse.MapComponentUtility.MapComponentUpdate (Verse.Map map) [0x00013] in <3cca3e6203e64b109fd8ce21f7120d03>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Lucifer Sam 15 Jan, 2023 @ 1:47am 
Thanks!
SERGIUS777  [author] 15 Jan, 2023 @ 1:33am 
@Lucifer Sam I didn't create this mod. I just bent it for 1.4. I'm not planning to add any features.
If you want something more, try https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2879583413
Lucifer Sam 15 Jan, 2023 @ 1:20am 
How hard would it be to increase the number of favorites buttons from one to 5, or 10? I would just like to have multiple favorites markers, would make life easier
Keve 10 Jan, 2023 @ 9:28am 
Cool, Thank you
SERGIUS777  [author] 10 Jan, 2023 @ 2:06am 
@Keve Done.
Keve 9 Jan, 2023 @ 11:45am 
glad to hear that, i played for a few hours now with those changes, no issues at all. Everything works perfectly. I think the problem was, if you put items from maschines directly on conveyors or other Rimfactory related logistics, the item popped into existance is not fully defined until it finally drops on the floor or is placed in storage. Thats why this mod is not able to access some properties at that stage, but of course was tying to do so. Here are the modified methods: https://imgur.com/a/ESui0Kb
SERGIUS777  [author] 9 Jan, 2023 @ 2:52am 
@Keve I can't reproduce the error. So tell me if this works properly, and I'll add it.
Keve 8 Jan, 2023 @ 2:10pm 
Hey Sergius, thanks for the 1.4 version. I used it for almost 100h together with Project Rimfactory. I often had some reallly strange things happening with my maschines, conveyors and stuff. After quite some time I felt like check out the debug log. And I found out, this mod was causing some troubles. Removing the mod wasn't a good idea for that save game so I looked into it. Cloned the 1.3 original mod updated to 1.4 and debugged that thing. Seems like in the CompFavouritable at the methods PostSpawnSetup and PostDeSpawn I had to put some null checks: "if (parent?.Map == null) return;" and "if (parent == null || cachedFavouriteOverlayDrawer == null) return;" seems like that fixed everything for me. Will play like this for a day or two to ensure it does not lead to other problems. Would you consider adding that fix?
SpaceDorf 4 Jan, 2023 @ 10:19am 
aaaand solved ..

the game got confused because was still subscribed to the 1.3 version of the OG mod.
SpaceDorf 4 Jan, 2023 @ 10:00am 
damn, and just like that I had to remove it again.

there seems to be an incompatible mod that screws up the interaction bar of pawns and items ( i can no longer order rocks to get hauled or see equipped weapons )
SpaceDorf 4 Jan, 2023 @ 9:40am 
Thank you good sir, I really missed this
star 14 Dec, 2022 @ 11:54pm 
Ясно. Тогда просто спасибо за фикс под 1.4
SERGIUS777  [author] 14 Dec, 2022 @ 8:48am 
@star Я не создавал этот мод, я его только немного погнул под 1.4. Так что ничего менять в нём не планирую.

Я уже долго играю с 300+ модами и с описанными проблемами не сталкивался. Скорее всего конфликт с другими модами.
star 14 Dec, 2022 @ 7:37am 
Хотя есть ещё одно замечание, но это уже вкусовщина: сами кнопки смешиваются с ванильными кнопками. Было бы здорово придать им какой-то стиль, хотя бы банально бледным цветом выделить, чтобы зрение к этому быстро привыкло и выработало слепоту (или наоборот, чтобы лучше замечать эти кнопки среди прочих, когда нужны именно они).
star 14 Dec, 2022 @ 7:34am 
А так в целом классная идея и реализация! Спасибо.
star 14 Dec, 2022 @ 7:34am 
Ещё в генном банке (DLC биотех) нет возможности менять статус избранного. Конечно, можно вытащить ген, и затем пометить его, но это уже требует работу пешек по запихиванию генов обратно в банки данных. Получается, не совсем чисто интерфейсный мод.